Wizards are patient, disciplined individuals dedicated to the study of arcane magic. They develop
their abilities by examining ancient tomes and scrolls.

Wizards have access to a vast array of powerful spells. Many of these spells can have a devastating
effect on enemies. However, wizards are very vulnerable when caught by surprise. They are mediocre fighters.

Wizards adventure in order to increase their knowledge and power. Just like other adventurers,
they can also have noble or ignoble motivations. Due to their ancestral traditions, many elves become wizards.

Hit Dice, Proficiencies, Alignment

D6 Hit Die. No armour or shield proficiency. Starts with simple-weapons proficiency and crossbows proficiency.
Although they are often lawful, wizards can be of any alignment.

Familiar: At level 1, Wizards select a familiar. Each familiar provides a different benefit:

Toad: You gain a +3 bonus to Hit Points.

Cat: You gain a +2 bonus to Reflex saves.

Owl: You gain a +2 bonus to Willpower saves.

Lizard: You gain a +2 bonus to Fortitude saves.

Snake: You gain a +2 bonus to Concentration checks.

Spider: You gain a +1 bonus to Spell Resistance.

Firefly: You gain a +1 bonus to Chromatic Orb damage.

Raven: You gain a +2 bonus to Initiative checks.

Celestial Body Attunement: At level 1, Wizards may choose to be attuned to a
celestial body if they wish.
Each body provides an immediate bonus and a penalty as described below. Each attunement also provides access to a number of highly specialised
feats, as described below in the Feats section. Not having any attunement also provides access to certain feats. When a Wizard selects
an attunement, a colour prefix is added to his class name. For example, a Wizard attuned to Phoenix, the Red Moon, is called a Red Wizard.
Wizards and Sorcerers who have selected an attunement later gain access to a Transformation option as described in the
page about the Five Moons of Mindrel.

Nocturnis, the Black Moon: You gain a +1 bonus to the DC of Necromancy spells and a -1 penalty to the DC of Conjuration spells.

Phoenix, the Red Moon: You gain a +1 bonus to the DC of Evocation spells and a -1 penalty to the DC of Alteration spells.

Solann, the White Moon: You gain a +1 bonus to the DC of Conjuration spells and a -1 penalty to the DC of Necromancy spells.

Juron, the Green Moon: You gain a +1 bonus to the DC of Alteration spells and a -1 penalty to the DC of Enchantment spells.

Meril, the Blue Moon: You gain a +1 bonus to the DC of Enchantment spells and a -1 penalty to the DC of Evocation spells.

Spells: The leading ability for Wizard spells is Intelligence. A Wizard can activate Arcane
Spell Scrolls of any spell in the lists of the Rogue and Wizard. When a wizard wears armour or uses a shield, he suffers
from a chance to fail the casting of spells with a somatic component. Spell picks at level 1: 3 + Intelligence modifier.
Spell picks at all other levels: 2. A Wizard can cast somatic spells while holding a light shield,
but not a heavy shield or tower shield. Wizards can also cast somatic spells while
wielding a two-handed weapon or several weapons at the same time, because
switching a weapon from one hand to the other is a free action. A character
cannot have more than one summoned creature at a time.

Summon Skeleton (Conjuration. With this spell, you summon a Skeleton (CR 1) to help in combat.
Duration 7 rounds, or until dismissed. Space 1x1 square. For every caster level beyond 1,
the summoned creature will gain one additional Hit Die.)

Protection from Arrows (Alteration. Personal, Duration Until Rest.
Using this spell, the caster gains Damage Reduction 5 / melee weapons.
The spell expires once it has blocked 10 points
of damage per caster level, up to 100 points of damage.)

Protection From Alignment (Enchantment, Duration Until End of Combat, Touch spell.
Select Evil, Good, Chaotic, Lawful or Neutral. The recipient gains a +2 aligned bonus to Armour
Class & Saving Throws versus enemies of that alignment, and immunity to mind control (Dominate
and Control spells) from all enemies. Does not stack with other Protection from Alignment
spells.)

Force Shield (Evocation, Duration Until End of Combat, Personal, a magical shield made
of flowing air currents appears in front of you, negating Magic Missile attacks and giving a
+4 shield bonus to Armour Class. Unlike a normal shield bonus, the bonus from Force Shield
applies versus incorporeal attacks.)

Grease (Conjuration, 4 rounds + 1 per two levels, 10' square is covered with a slippery
layer. All non-immune targets in the area of effect gain the balancing condition (no save),
meaning that they lose their dexterity bonus to AC. Secondly, all targets must make a reflex
save or fall prone. Large creatures with some squares outside the grease gain +2 on the
spell's Reflex saves. Creatures in the area must save again each round, just before the caster
acts, in order to avoid falling. Moving into a Grease square, at half speed, requires a reflex
save or the creature falls. Trying to stand up (as a move action) requires a reflex save.
If a creature takes damage from an enemy while balancing, it must succeed on a reflex save
or fall prone. If a creature is bull rushed while balancing, the bull rush is automatically
successful. If a balancing creature is affected by a wind spell, including Vortex of Doom,
Whirlwind, Sirocco, Tornado Blast, Gust of Wind and Greater Gust of Wind, then it automatically
fails on the saving throw to resist the effect of the spell and the bludgeoning damage it
receives is increased by 1d6 points. If you fall down while balancing
on a slope square or a ledge, you automatically slide to the unoccupied square of lowest altitude,
like the bottom of a staircase. Sliding occurs in the four main directions, not diagonally.
A character cannot take a 5-foot step or a charge action in difficult terrain. Similar to
the Web spell, any fire-based area effect with a reflex save used in the greased area sets the grease
on fire, dealing 1d4 fire damage to anyone in the area and removing the grease. Small flying
creatures (that don't need to land to fight, unlike dragons), incorporeal creatures, creatures
without legs (oozes and snakes), swimming and underwater creatures are all considered to be
immune to the Trip combat action, the Prone condition and the effects of the spell Grease.
Big flying creatures can be tripped but they fly over Grease areas.)

Summon Elemental (Conjuration, Select earth, fire, water or air. An elemental of that
type and of caster-level Hit Dice is summoned for 4 rounds + 1 per two levels, or until dismissed.
Casting time Full-round action. Space 1x1 square.)

Chromatic Orb (Conjuration, Select a living creature in medium range. An orb of swirling
colours appears in your hand and flies to the target unerringly. At CL 1 and CL 2, the orb deals
1d4 points of damage (no save) and the target is sickened for 1d4 rounds (Reflex negates). At CL
3 and CL 4, the orb deals 1d6 points of damage (no save) and the target is slowed for 1d4 rounds
(Reflex negates). At CL 5 and CL 6, the orb deals 1d8 points of damage (no save) and the target
is reduced for 1d6 rounds (Reflex negates). At CL 7 and CL 8, the orb deals 2d4 points of damage
(no save) and the target is confused for 1d4 rounds (Reflex negates). At CL 9 and CL 10, the orb
deals 1d10 points of damage (no save) and the target is blinded for 1d6 rounds (Reflex negates). At
CL 11 and CL 12, the orb deals 2d6 points of damage (no save) and the target is stunned for 1d2
rounds (Reflex negates). At CL 13 and CL 14, the orb deals 3d4 points of damage (no save) and the
target falls asleep for 1d4 rounds (Reflex negates). At CL 15 and CL 16, the orb deals 2d8 points
of damage (no save) and the target is exhausted for 1d8 rounds (Reflex negates). At CL 17 and CL
18, the orb deals 3d6 points of damage (no save) and the target is nauseated for 1d6 rounds (Reflex
negates). At CL 19 and CL 20, the orb deals 2d10 points of damage (no save) and the target is
held (paralysed) for 1d4 rounds unless it succeeds on a Reflex save.)

Sleep (Enchantment, Mind-affecting, 10' radius circle, up to 4 Hit Dice + 1 Hit Dice per
two levels of creatures are put to sleep. They gain the Prone and Sleeping conditions. Creatures
with the lowest HD are affected first. Duration Until End of Combat. Willpower negates.)

Burning Hands (Evocation, 15' radius cone deals 1d4 points of fire damage per level up to
10d4. Reflex half. Creatures standing amidst a burning Web take 2d4 points of extra damage.
Creatures standing on a greased area take 1d4 points of extra damage. The entire grease and
web effects are destroyed when a fire effect is applied onto one of the grease or web squares.)

Magic Missile (Evocation. This spell deals 1d4+1 points of force damage to a target
in medium range. No save. You get one missile at level 1, two from level 3, three from level 5,
four from level 7 and five from level 9.)

Shocking Grasp (Evocation. Melee touch attack deals 1d6 points of electricity damage per
level to a single target, up to 5d6. No save. You get a +4 bonus on the melee touch attack roll
if the target is wearing metal armour, that is, not leather or hide armour, or if the target has the
[Metal] descriptor.)

Colour Spray (Enchantment. 15' cone. Willpower negates. A pattern of vivid colours springs
forth from your hands. Blinded creatures and monsters with Blindsight are immune. Each target who
fails the save randomly receives one of the following effects: 20%: blinded for 1d6 rounds, 20%:
berserk for 1d5 rounds, 20%: dazed for 1d4 rounds, 20%: stunned for 1d3 rounds, 20%: held for 1d2 rounds.)

Cause Fear (Necromancy. Melee touch causes a single living creature to cower for 1d3 rounds. Willpower
negates. On a successful save, the target is shaken for 1d3 rounds.)

Ray of enfeeblement (Necromancy, Ranged touch attack. No save. The target receives the Enfeeblement condition.
If two such conditions are present at the same time, the worst one applies. The condition gives
a penalty to Strength equal to 1d6 plus one point per two caster levels (maximum 1d6+5). Duration 4 rounds + 1 per
two levels.)

Enlarge (Alteration. Close range. For 10 rounds, the recipient gains +2 to Strength, -2 to
Dexterity (to a minimum of one point), -1 to attack rolls, -1 to AC, and the size category increases
by one. The recipient deals damage as a creature one size category larger. There is no change in the reach
or space used by the creature.)

Reduce (Alteration. Close range. Willpower negates. For 10 rounds, the recipient receives the
following adjustments: -2 to Strength (to a minimum of one point), +2 to Dexterity, +1 to attack rolls,
+1 to AC, and the size category decreases by one. The recipient deals damage as a creature one size
category smaller. There is no change in the reach or space used by the creature.)

Gust of Wind (Evocation. 30' Line spell. Large creatures are unaffected. Reflex negates.
All creatures are knocked prone and moved back by 1d4 squares (jumping over other creatures in between
if necessary, but not over walls). If the destination square is occupied, the creature is moved to
any free square adjacent to the destination square. Medium creatures take 1d6 bludgeoning damage,
small creatures 2d6 damage, tiny creatures 3d6 damage. Creatures balancing on Grease squares
automatically fail on their Reflex saving throw and the bludgeoning damage they receive is
increased by 1d6 points. The spells Gust of Wind and Greater Gust of Wind automatically disperse
any magical Cloud and Fog effect they come into contact with. However, Acid Fog and Solid Fog
are only dispersed by Greater Gust of Wind. Natural fogs cannot be dispersed.)

Flaming Oil (Conjuration. 10' radius circle. No Spell Resistance. Reflex negates. Duration
Until End of Combat or until exhausted. All creatures in the area are drenched in flammable oil,
making them more vulnerable to fire. The next time they are targeted by an effect that deals fire
damage and has a reflex saving throw, they automatically fail on the save and they take an additional
2d6 points of fire damage. Creatures of size medium and below take a penalty of -2 on the saving throw
to avoid the effect of the spell, while creatures of size large and above take a penalty of -4.)

Ray of Frost (Evocation. Long Range. Ranged touch attack. Reflex half. An icy ray springs
from your fingers and deals 1d8 points of cold damage to the target, plus 1 point per level.)

Summon Slime (Conjuration. With this spell, you summon a Slime (CR 2) to help in combat.
Duration 7 rounds, or until dismissed. Space 1x1 square. For every caster level
beyond 3, the summoned creature will gain one additional Hit Die.)

Mute (Alteration. Fortitude negates. Single target in medium range gains the Mute condition
for 1 round per level, up to 10 rounds. It cannot open its mouth and cannot cast verbal spells.)

Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid, electricity or
sonic. The recipient gains resistance 15 to damage of that type, up to 10 x
Level absorbed points of damage. Duration Until End of Combat. When this spell
is cast by a Druid, the casting time is a Move Action. Energy resistance equal
to a number of points is also called Energy Damage Reduction.)

Glitterdust (Conjuration. Medium range. 10' radius circle, for 1 round per level (up to 10 rounds), creatures
in the area of effect gain the glitterdust condition, which negates invisibility, including that of
Invisible Stalkers. Creatures are also blinded for the same duration if they fail on a Willpower saving
throw. No spell resistance.)

Web (Conjuration. 20' radius circle, 4 rounds + 1 per two levels. Web creates a mass of sticky
strands. All creatures in the web become Entangled (no save). Further, creatures within the web get
Stuck (unable to move) if they fail on a Reflex saving throw. Once stuck, a creature can attempt to break
free, as a full-round action, with a Strength check of DC 18. No spell resistance. Creatures must perform
a reflex save upon the casting of this spell and another one every
round before the caster's turn. Fire effects like Fireball and Burning Hands remove the web totally.
Anyone standing in the web while it gets burnt takes an additional 2d4 points of fire damage.)

Blindness (Necromancy. Long Range. Single target must succeed on a Reflex save or become Blind permanently.)

Daze Monster (Enchantment. Mind affecting. Select a target in medium range. It must succeed
on a willpower save or be dazed for two rounds.)

Hideous Laughter (Enchantment. Mind affecting. Select a target in close range. It must succeed
on a willpower save (DC reduced by 4 if the target's type is different from the caster's type) or gain
the Hideous Laughter condition. Affected creatures fall prone, laughing uncontrollably. For 1 round
per level (up to 10 rounds), they can take no other action.)

Darkness (Necromancy. The spell creates a 10' radius opaque field of magical darkness.
All creatures within the area of effect gain 50% concealment and the 'Unable to See' condition.
Duration 4 rounds + 1 per two levels.)

Mass Blur (Enchantment, 10' radius circle, Duration Until End of Combat, every ally in the
area of effect gains 20% concealment.)

Enhance Ability (Alteration. For 10 rounds, the target gains a +4 enhancement bonus to either
Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From CL 9, the bonus increases to
+6. From CL 15, the bonus increases to +8.)

Scorching Ray (Evocation. Ranged touch attack deals 4D6 points of fire damage to a target in
medium range. No save. Two rays can be cast from level 7 and three rays from level 11.)

Hypnotic Pattern (Enchantment. Mind-affecting. A pattern of colours weaves through the air.
10' circle effect, up to 2d4 Hit Dice + 1 Hit Dice per level (up to 2d4+10) of enemy targets in the
area of effect are fascinated for four rounds. Creatures with the lowest HD are affected first.
Willpower negates. Blind creatures and monsters with blindsight are immune. Fascinated creatures take
no actions, but unlike the Sleeping condition they are not helpless and not vulnerable to a
coup-de-grace. As with the Sleeping condition, striking a fascinated creature removes the effect and
allies can shake the creature free of the spell using a standard action.)

Invisibility (Enchantment. Duration Until End of Combat. Touch spell. The recipient becomes
invisible until he attacks or casts an offensive spell. This effect is negated by the True Seeing and Glitterdust conditions.)

Mirror Image (Enchantment. Personal, Duration Until Rest. The spell creates a number of illusory
duplicates of the caster. Whenever you are struck by a successful melee hit, ranged hit, touch spell
or ranged touch spell, a random roll is used to determine whether the target is real or illusory
(Blinded creatures and monsters with blindsight always strike the real target. If you are invisible,
enemies automatically hit the real target). When an illusory duplicate is hit, it disappears. The
number of duplicates is 1d4 + 1 per three caster levels, up to a total of eight images. Area of
effect spells do not destroy duplicates.)

Ghoul Touch (Necromancy. Touch spell. You paralyse a single living humanoid for 1d6+2
rounds. Fortitude negates. If the spell is successful, all creatures in a 15' radius centred
on the paralysed creature must succeed on a Fortitude save or become sickened for 1d4 rounds.
The caster is not affected by this effect.)

Scare (Necromancy. 15' radius cone. Creatures in the area of effect cower for 1d3 rounds.
Willpower negates. On a successful save, a target is shaken for 1d3 rounds.)

Darkvision (Alteration. Touch spell. Duration Until End of Combat. The recipient gains
the ability to see through magical darkness.)

Scorch (Evocation. 30' line spell, everyone in the area of effect takes 1d8 points of fire
damage per two caster levels rounded up, up to 5d8. Reflex half.)

Ice Blast (Evocation, Close Range. 10' radius circle, everyone in the area of effect takes
1d6 points of cold damage per level up to 10d6. Fortitude half. Failing the save makes the
target fatigued for four rounds.)

Summon Gargoyle (Conjuration. With this spell, you summon a Gargoyle (CR 4)
to help in combat. Duration 7 rounds, or until dismissed. Space 1x1 square.
For every caster level beyond 5, the summoned creature will gain one additional Hit Die.)

Dispel Magic (Alteration. Select Single Effect, Effects on Creature or Effects on Area:Single Effect: Choose a single creature, then choose an ongoing magical or psionic
effect on that creature. It is dispelled if you succeed on a check of 1d20 + level (up to
10) + Spell Focus bonuses versus DC of 11 + level of the mage who created the effect. If
the effect is 'summoned', the creature is unsummoned.Effects on Creature: Choose a single creature. You make a check for each ongoing effect
on the creature (but not effects from items). A successful check dispels that effect.Dispel Area: Select a 20' circle area. For each area effect in the circle, you make a dispel
check and for each creature in the circle, you make a dispel check against the ongoing effect
of highest caster level. A successful check dispels that effect.)

Mass Protection from Alignment (Enchantment. Duration Until End of Combat. Select Evil,
Good, Chaotic, Lawful or Neutral. All allies in a 10' radius circle gain a +2 aligned bonus to Armour
Class & Saving Throws versus enemies of that alignment, and immunity to mind control from all enemies.
Does not stack with other Protection from Alignment spells.)

Deep Slumber (Enchantment. 15' radius circle. Same as Sleep, but this spell affects up to 10
Hit Dice + 1 Hit Dice per two levels of creatures. Willpower negates.)

Heroism (Enchantment. Touch spell. Duration Until End of Combat. This spell makes a single living
ally behave bravely in battle. The target gains a morale bonus of +2 affecting Willpower saving throws and attack rolls.)

Hold Person (Enchantment. Select an enemy humanoid in medium range. It is paralysed for 1
round per level (up to 10 rounds) if it fails on a Willpower saving throw. The subject can cast stilled spells, activate
a psionic power, or, as a full-round action, attempt to break free by succeeding on another Willpower
saving throw.)

Wind Wall (Evocation. This spell affects you and all allies. All arrows and bolts shot at
you and your allies suffer a 50% miss chance. Duration 1 round per two levels.)

Fireball (Evocation. 20' radius circle. Long Range. Reflex half. The spell creates an explosion
of flame which deals 1d6 points of fire damage to all creatures in the area of effect, up to 10d6.
Creatures standing amidst a burning Web take 2d4 points of extra damage. Creatures standing on a greased
area take 1d4 points of extra damage. The entire grease and web effects are destroyed when a fire effect
is applied onto one of the grease or web squares.)

Electric Sphere (Evocation. 15' radius circle, everyone in the area of effect takes 1d6 per
level electricity damage, up to 12d6. Reflex half.)

Lightning Bolt (Evocation. 50' line. You release a stroke of energy which deals 1d6 per level
points of electricity damage to everyone in the area of effect, up to 10d6. Reflex half. If the target
is wearing metal armour, that is, not leather or hide armour, or if the target has the Metal
descriptor, it takes a -2 penalty on the saving throw.)

Displacement (Enchantment. Touch spell. The recipient appears to be 2 feet away from his real
location, giving him 50% concealment for 1 round per level. This effect is negated by the True Seeing condition.)

Mass Invisibility (Enchantment. Duration Until End of Combat. Medium Range. 10' radius circle.
All allies in the area of effect become invisible until they attack or cast an offensive spell.
This effect is negated by the True Seeing and Glitterdust conditions.)

Halt Undead (Necromancy. 15' radius. Up to three undead creatures (starting from the ones in the
area of effect with lowest Hit Dice) are paralysed for 1 round per level (up to 10 rounds) if they fail on a Willpower
saving throw. The paralysis stops when the creature takes damage. A paralysed undead creature can cast
stilled spells, activate a psionic power, or, as a full-round action, attempt to break free by succeeding
on another Willpower saving throw.)

Ray of Exhaustion (Necromancy. Ranged touch. Medium Range, Reflex special. Black ray makes a
single target exhausted, or fatigued if it saves. Duration Until End of Combat.)

Vampiric Ray (Necromancy. Ranged touch. Close Range. No save. This spell lets you drain a living
creature's life force. The victim takes 1d6 points of Negative energy damage for every two caster levels,
up to 10d6. The caster gains temporary hit points equal to the damage inflicted to the victim. You may not
gain more than the target's current hit points.)

Ice Lance (Conjuration. Medium Range. Ranged touch with a +4 bonus on the attack roll. The target
takes 3d6 points of piercing damage and 3d6 points of cold damage. No save. The target is also stunned
for 1d4 rounds if it fails on a Fortitude saving throw. No spell resistance.
From level 9, the damage increases to 4d6 piercing + 4d6 cold.
From level 13, the damage inreases to 5d6 piercing + 5d6 cold.)

Greater Enhance Weapon (Alteration. Duration Until End of Combat, your manufactured or natural
weapons gain a +1 enhancement bonus for every four caster levels, up to +5, to attack roll and damage
roll. Equivalent to Greater Magic Weapon.)

Haste (Alteration. 10' radius circle. Close Range. Duration 1 round per level, up to 10 rounds.
The spell has several effects on allied creatures in the area. A hasted creature holding a weapon
gains an extra attack. Recipients also gain a +1 bonus on reflex saving throws, a +1 dodge bonus
to AC and a +1 bonus to attack rolls. The recipient's speed doubles.)

Slow (Alteration. 10' radius circle. Close Range. Willpower negates. Duration 1 round per level,
up to 10 rounds. Slowed creatures may not perform full attacks or other full-round actions. Speed is
halved and the creature takes a -1 penalty on Reflex saving throws, Armour Class, and attack rolls.
Only enemies are affected.)

Suppress Sword (Alteration. Select a target in medium range. It receives the Suppressed Sword
condition: for one round per two levels, any manufactured weapon held by the target, any manufactured
armour worn by the target and any shield held by the target lose their enhancement bonus and
magical properties. The spell does not affect magical belts, gloves, bracers, boots, helmets,
cloaks, amulets or rings. Willpower negates.)

Stinking Cloud (Conjuration. Medium Range. 20' radius circle, remains 4 rounds + 1 per two levels. This spell
creates a cloud of nauseating vapour. Upon the casting of this spell, and every round just before the
caster acts, all creatures in the cloud must succeed on a Fortitude save or gain the Nauseated condition
for 1d4 + 1 rounds. Entering the cloud also triggers a Fortitude save. Additionally, the cloud has the
same properties as a Fog Cloud. Everyone inside the area benefits from 20% concealment against melee attacks
and 50% concealment against ranged attacks. Ranged attacks against a target inside the cloud may hit
adjacent creatures. Creatures inside a fog move at half speed and cannot charge.
The concealment effect is not affected by the True Seeing condition.)

Minute Meteors (Conjuration. Personal. Casting time Free Action. Duration Until Rest or until expired. You gain the ability
to throw exploding meteors at your enemies. Each round, as a standard action, you can perform a ranged
touch attack (medium range) that deals 2d6 + 1 point per level of fire damage to a target (no
save). The spell expires once you have thrown a number of meteors equal to your caster level.)

Resilient Grease (Conjuration. The spell Resilient Grease functions like the spell Grease, but
the effect covers a 15' square and it cannot be removed with an area-of-effect spell that deals fire damage.)

Summon Babau (Conjuration. With this spell, you summon a Babau (CR 6) to help in combat.
Duration 7 rounds, or until dismissed. Space 1x1 square. For every caster level
beyond 7, the summoned creature will gain one additional Hit Die. Gold cost 50.)

Water Breathing (Alteration. Duration Until Rest, 10' circle spell, the targets gain the ability
to breathe water. Without this spell, the PCs take 1d4 points of damage per round when fighting underwater,
or when moving outside combat, every 20'.)

Globe of Invulnerability (Conjuration. Personal. For 1 round per level, you become immune to
hostile powers and spells of level 1, 2 and 3. You can't be targeted by these spells and area of effect
spells ignore you. From caster level 11, you also block spells of level 4. From caster level 15, you also
block spells of level 5. Although you are protected against evocation spells like Fireball, the spell does
not protect against the effect of conjuration spells like Web and Grease. Further, the spell does not
remove or block beneficial spells like Mirror Image or Protection from Arrows.)

Stoneskin, Personal (Conjuration. Personal. Duration Until Rest. This spell creates a thin protective layer
around your skin. You gain Damage Reduction 10 / adamantine and magic. Each point of enhancement
of a weapon bypasses four points of DR / magic. For example, a +2 adamantine weapon would
bypass eight points out of DR 10 / adamantine and magic. The spell cannot stop more than
10 points of damage per caster level. Gold cost 250.)

Arcane Eye (Enchantment. Touch spell, the spell removes the Blinded condition
and makes the recipient immune to Blindness for 1 round per level.)

Confusion (Enchantment. 15' radius circle. All creatures in the area of effect are confused for
2d6 rounds if they fail on a Willpower save. Each round, a confused subject rolls a D100 to determine what
it will do: Attack an enemy creature (01-10), Act normally (11-20), Do nothing (21-50), Run away (51-70),
Attack the nearest creature (71-100). Medium Range.)

Bestow Curse (Necromancy. Melee touch. Curses a single living target. Each round, a cursed creature
has a 50% chance of losing its turn. Willpower negates. Permanent.)

Crushing Despair (Enchantment. 30' radius cone spell, creatures take a penalty of -4 to attack and
willpower saves. Willpower negates. Duration Until End of Combat.)

Energy Shield (Evocation. Touch spell. 1 round per level. Select [fire], [cold], [acid] or
[electricity]. Any creature dealing damage to the subject in melee takes 1d6 points of damage of the
chosen energy type, plus one point per caster level. The spell also gives resistance 10 against the
chosen energy type. Note that casting the spell on someone who is already benefiting from an Energy
Shield spell effect will remove the existing effect. In addition, the spell cannot be cast on creatures
who have a racial body defence and on creatures who are wearing a Cloak of Lightning, a Cloak of
Flames, a Cloak of Ice or a Cloak of Acid. A creature cannot benefit from more than one Energy Shield
effect at any given time.)

Ice Storm (Evocation. 25' radius circle, No save. Long Range. Magical hailstones rain down,
dealing 3d6 points of cold damage and 3d6 points of bludgeoning damage to every creature in the area.
From caster level 9, the damage increases to 4d6 cold + 4d6 bludgeoning and the radius increases to 30'.
From CL 11, the damage increases to 5d6 cold + 5d6 bludgeoning and the radius increases to 35'.)

Shout (Evocation. 30' radius cone. Creatures within the area of effect take 6d6 points of sonic
damage and are sickened for 2d6 rounds. A successful Fortitude saving throw cuts the damage by 50% and
negates the sickened effect. Shout has no effect on creatures standing within a Silence area.)

Greater Invisibility (Enchantment. Touch spell. 1 round per level. The creature touched becomes
invisible. The effect remains even if the creature attacks. This effect is negated by the True Seeing and Glitterdust condition.)

Energy Orb (Evocation. Close range. Select Fire, Cold, Acid, Electricity or Sonic. With a ranged
touch attack, you propel a pulsating globe of energy towards a creature in close range. It deals 1d6 points
of damage per caster level of the corresponding energy type, up to 15d6. Fortitude save for half damage.
If the save is failed, the creature suffers a negative effect for one round: blinded [fire], dazed [cold],
slowed [electricity], confused [sonic] or nauseated [acid].)

Rainbow Pattern (Enchantment. Mind-affecting. A pattern of colours weaves through the air. 20'
circle effect, up to 24 Hit Dice of enemy targets in the area of effect are fascinated for eight rounds.
Creatures with the lowest HD are affected first. Willpower negates. Blind creatures and monsters with
blindsight are immune. Fascinated creatures take no actions, but unlike the Sleeping condition they are
not helpless and not vulnerable to a coup-de-grace. As with the Sleeping condition, striking a fascinated
creature removes the effect and allies can shake the creature free of the spell using a standard action.
The limit for enemy Hit Dice increases to 28 at level 11 and 32 at level 15.)

Fear (Necromancy. 30' radius cone. Creatures in the area of effect cower for 1d6 rounds. Willpower
negates. On a successful save, a target is shaken for 1d6 rounds.)

Mass Enlarge (Alteration, 15' radius circle, close range, 10 rounds. Each recipient gains +2 to
Strength, -2 to Dexterity (minimum 1), -1 to attack rolls, -1 to AC, and the size category increases by one,
increasing the damage output. No change in the reach or space used by the creature.)

Mass Reduce (Alteration, 15' radius circle, close range, 10 rounds, Willpower negates. Each recipient
takes -2 to Strength (minimum 1), +2 to Dexterity, +1 to attack rolls, +1 to AC, and the size category
decreases by one, decreasing the damage output. No change in the reach or space used by the creature.)

Disrupt Armour (Alteration. Touch spell. No save. The target receives the Disrupted Armour
condition for 1d4+2 rounds. Any manufactured armour and shield used by the target is now treated as having
a base Armour Class bonus of zero. All other properties, magical and non-magical, are unaffected.)

Mass Darkvision (Alteration. 10' radius circle. Duration Until End of Combat. All allies in the area
of effect gain the ability to see through magical darkness.)

Control Person (Enchantment. Casting time Full-round action.
Using this spell, the caster takes control of the body of a humanoid
creature. The creature immediately attacks the caster's enemies. The subject resists this control,
resulting in a penalty of 6 to its attack rolls and preventing the use of spells and spell-like abilities.
Duration eight rounds. Close Range. Willpower negates.)

Energy Wall (Conjuration. 4 rounds + 1 per two levels, 10'x25' rectangle effect. Select [fire], [cold], [acid]
or [electricity]. Creatures inside the wall take 2d6 + 1 per level points of damage of the appropriate type.
No save. The dice damage increases to 3d6 at Caster Level 11, 4d6 at CL 15 and 5d6 at CL 19. The damage
is applied upon the casting of this spell and every round just before the caster acts. Creatures also take
damage when entering a Wall (if several energy squares are crossed, only the first one triggers the damage).
Casting a spell or activating a power while standing in the wall requires a concentration check of DC 14 +
half of the damage last dealt by the wall + spell level. Undead creatures take an additional 2d6 points of
damage. Widening a wall doubles the length but not the width.)

Solid Fog (Conjuration. Medium Range. 20' radius circle, remains 4 rounds + 1 per two levels. No save, no SR.
Creatures in the fog can move through it at a speed of only 5 feet and they take a -2 penalty to attack and
damage. They cannot take five-foot steps. They cannot perform, or be targeted by, non-touch ranged attacks.
As with Fog Cloud, everyone in the area benefits from 20% concealment against melee attacks and they
cannot charge. The concealment effect is not affected by the True Seeing condition.)

Resilient Web (Conjuration. The spell Resilient Web functions like the spell Web, but the
effect covers a 30' radius circle and it cannot be removed with an area-of-effect spell that deals fire damage.)

Summon Ettin (Conjuration. With this spell, you summon a Ettin (CR 7) to help in combat.
Duration 7 rounds, or until dismissed. Space 2x2 squares. For every caster level beyond 9,
the summoned creature will gain one additional Hit Die. Gold cost 100.)

Mass Mute (Alteration. 10' radius circle. Fortitude negates. All hostile targets in the area
of effect gain the 'Mute' condition for 1 round per level, up to 10 rounds. They cannot cast verbal spells.)

Phantasmal Killer (Conjuration. You summon a terrifying creature from the world of shadows. The spell
kills a living target in medium range if it fails on a Willpower saving throw and on a Fortitude saving throw.
If it fails on the Willpower saving throw but not on the Fortitude saving throw, it takes
3d6 + 1 per caster level points of damage instead.)

Psychic Turmoil (Necromancy. 20' radius circle. All creatures with psionic power points in the area
of effect immediately lose two times their level in power points. Willpower half.)

Frailty (Necromancy. Ranged touch. Medium range. For 10 rounds, a single living target cannot be
healed or regenerate. The regeneration ability stops working and
Healing spells like Cure Light Wounds and Heal have no effect on the creature. No save.)

Lower Spell and Power Resistance (Necromancy. Duration 10 rounds. Select a creature in close
range. There is no saving throw but SR applies, with the spell penetration roll
receiving a +6 bonus. The target's SR drops by half the caster level. Not cumulative.)

Wall of Stone (Conjuration. 2d6 rounds. 5'x25' rectangle. The spell creates a magical wall at the
location you specify. A magical wall of stone can be removed by a Dispel or Greater Dispel spell.)

Dominate Person (Enchantment. Using this spell, the caster takes control of a humanoid creature through
a telepathic link. The creature immediately attacks the caster's enemies. It may use spells and attack without
penalty. The subject stays dominated even after the caster's death. Duration eight rounds. Medium Range. Full
round to cast. Willpower negates.)

Power Word Sleep (Enchantment. Close Range. You utter a word of power which causes a single creature
with no more than 100 Hit Points to fall asleep. No save. Duration 1d4+1 rounds.)

Break Enchantment (Alteration. Affects all allies in a 15' radius circle, for each effect make a
Caster Level check (1d20 + level up to 15 + Spell Focus Alteration bonus) versus DC 11 + effect's Caster
Level. The spell can remove many conditions, including Controlled, Dominated, Blinded, Confused, Held.
Note: This spell cannot be used to restore a petrified character. To remove petrification,
use the Cleric spell Greater Restoration or the Wizard spell Stone to Flesh.)

Dismissal (Alteration. Close Range. With this spell, a single outsider, elemental, extra-planar or
summoned creature is forced back to its proper plane if it fails on a special Will save.
The Difficulty Class is equal to: spell's save DC – creature's HD + your caster level.)

Feeblemind (Enchantment. Willpower negates. Select a creature in medium range. The spell has two
effects on the creature. Its intelligence score drops to 1 and it loses the ability to cast spells or use
psionic powers. If the target's class has Willpower as its only good Saving Throw, then a penalty of -4 is applied on
the creature's Willpower saving throw to avoid the effect of the spell. Permanent.)

Hold Monster (Enchantment. A single living creature in medium range is paralysed for 1 round per
level, up to 10 rounds. Willpower negates. Each round, victims are allowed a new Willpower saving throw to end
the effect, using the break free action.)

Mind Breach (Enchantment. 20' radius circle. Willpower negates, but all targets take a penalty of
2 on their saving throw. All affected creatures take a -10 penalty on future Willpower saving throws, for 2d6 rounds.)

Cone of Cold (Evocation. 60' radius cone. Reflex half. Creatures standing within the area of effect
take 1d6 points of cold damage per caster level, up to 15d6. Creatures who failed their save are slowed for one round.)

Waves of Fatigue (Necromancy. 30' radius cone. All living creatures within the area of effect become
fatigued. The effect continues until rest. No save.)

Greater Gust of Wind (Evocation. 60' Line spell. Huge creatures are unaffected. Reflex negates.
All creatures are knocked prone and moved back by 1d6 squares (jumping over other creatures in between
if necessary, but not over walls). If the destination square is occupied, the creature is moved to
any free square adjacent to the destination square. Large creatures take 1d6 bludgeoning damage,
medium creatures 2d6 damage, small creatures 3d6 damage, tiny creatures 4d6 damage. Creatures balancing
on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they
receive is increased by 1d6 points. The spells Gust of Wind and Greater Gust of Wind automatically
disperse any magical Cloud and Fog effect they come into contact with. However, Acid Fog and Solid Fog
are only dispersed by Greater Gust of Wind. Natural fogs cannot be dispersed.)

Cloudkill (Conjuration. Medium Range. 20' radius circle spell, remains 4 rounds + 1 per two levels. No SR. A
cloud of yellowish poisonous vapour appears. All creatures in the area of effect take 1d4 points of
constitution damage, Fortitude half. The difficulty class is equal to the spell's difficulty class. The
constitution damage is applied upon the casting of this spell and every round thereafter, just before the
caster acts. Entering the cloud also triggers the damage, but if several squares are crossed, only the
first one deals damage. Additionally, the cloud has the same properties as a Fog Cloud. Everyone inside the area
benefits from 20% concealment against melee attacks and 50% concealment against ranged attacks.
Ranged attacks against a target inside the cloud may hit adjacent creatures. Creatures inside a fog move at half
speed and cannot charge. The concealment effect is not affected by the True Seeing condition.)

Greater Shocking Grasp (Evocation. Melee touch attack deals 1d6 points of electricity damage per
level to a single target, up to 15d6. No save. You get a +4 bonus on the melee touch attack roll if the
target is wearing metal armour, that is, not leather or hide armour, or if the target has the [Metal]
descriptor. The target must also succeed on a Fortitude save or become stunned for one round.)

Blast of Force (Evocation. Ranged touch. Medium Range. The spell deals 1d6 per two levels points
of force damage to a single target, up to 10d6 (No save). Moreover, the target is knocked prone if it
fails on a Fortitude saving throw.)

Greater Protection from Alignment (Enchantment. Duration Until End of Combat, Touch spell. Select Evil, Good,
Chaotic, Lawful or Neutral. The recipient gains a +4 aligned bonus to Armour Class & Saving Throws versus
enemies of that alignment, and immunity to mind control from all enemies. Does not stack with other
Protection from Alignment spells.)

Summon Vrock (Conjuration. With this spell, you summon a Vrock (CR 9) to help in combat.
Duration 7 rounds, or until dismissed. Space 2x2 squares. For every caster level beyond 11,
the summoned creature will gain one additional Hit Die. Gold cost 200.)

Interposing Hand (Conjuration. No save. Select a creature in medium range. A large magic hand
appears over the target. The target takes a -4 penalty to all attack rolls. 1 round per two levels.)

Mass Enhance Ability (Alteration. For 10 rounds, all allies in a 10' circle gain a +6 enhancement
bonus to either Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma. From CL 15, the bonus
increases to +8.)

Mass True Strike (Enchantment. Close Range. Move action casting time. The next attacks of all allies in a
10' circle gain a +20 insight bonus to attack rolls, and they ignore concealment. Gold cost 1,000.)

Greater Mass Protection from Alignment (Enchantment. Duration Until End of Combat. Select Evil, Good,
Chaotic, Lawful or Neutral. All allies in a 10' radius circle gain a +4 aligned bonus to Armour Class & Saving
Throws versus enemies of that alignment, and immunity to mind control from all enemies. Does not stack with
other Protection from Alignment spells.)

Dispelling Buffer (Conjuration. Duration Until Rest. The spell creates an invisible aura around a
single target. The subject gains the buffered condition, which gives a +5 bonus to the DC against dispelling
by the Dispel and Greater Dispel spells and powers. Against a Dispel Creature effect, the buffered effect is
checked last.)

Greater Heroism (Enchantment. Touch spell. Duration Until End of Combat. This spell makes a single
living ally behave bravely in battle. The target gains a morale bonus of +4 affecting Willpower saving
throws and attack rolls. Further, it gains immunity to fear effects and receives temporary hit points
equal to the caster level.)

Chaos (Enchantment. 40' radius circle. All enemy creatures in the area of effect are confused for
3d6 rounds if they fail on a Willpower save. If a target fails on its saving throw by five points or more,
it gains the berserk condition instead. Each round, creatures with the berserk condition must attack the
creature nearest to them.)

Mass Blindness (Necromancy. 30' radius circle. Long Range. All enemies in the area of
effect must succeed on a Reflex save or become Blind for one round per two levels, rounded up.)

Undeath to Death (Necromancy. 15' radius circle. The spell immediately destroys up to 1d4 Hit Dice
per CL of undead in the area of effect, if they fail a Willpower saving throw. Undead with the lowest HD are
affected first. Gold cost 500.)

Circle of Death (Necromancy. 15' radius circle. The spell immediately kills up to 1d4 Hit Dice per
CL of living creatures in the area of effect, if they fail a Fortitude saving throw. Creatures with the lowest
HD are affected first. Gold cost 500.)

Blindness Ward (Necromancy. 10' radius circle. Duration Until End of Combat. All allies in the area of
effect become immune to blindness effects.)

Chain Lightning (Evocation. Long Range. This spell affects a number of targets equal to one per two
levels. It is possible to target fewer creatures. The same target cannot be selected several times. The first target
takes 1d6 per level points of electricity damage. All other targets take 50% of the damage dealt to the first target.
All creatures get a Reflex save for half damage.)

Freezing Sphere (Evocation. 10' radius circle. Long Range. Reflex half. This spell creates an explosion
of cold energy. Creatures in the area of effect take 1d6 points of cold damage per caster level up to 15d6.
Although they're not particularly vulnerable to cold damage, water elementals instead take 1d8 points of damage
per level, up to 15d8.)

Disintegrate (Alteration. Medium Range. Creatures struck by this green ray instantly take 2d6 points of
damage for every caster level. A successful ranged touch attack is required and creatures who succeed on a
Fortitude saving throw take only 5d6 points of damage.)

Flesh to Stone (Alteration. Melee touch. Fortitude negates. The spell petrifies a single creature,
turning it into an inert, mindless stone statue. Permanent.)

Stone to Flesh (Alteration. Touch. Restores a petrified character to his normal state.)

Power Word Blind (Enchantment. Close range. No save. You utter a word of power which causes a single
creature to become blind. Creatures with more than 250 current hit points are unaffected. Duration 1d4+1 rounds.)

Acid Fog (Conjuration. Medium Range. 20' radius circle, remains 4 rounds + 1 per two levels. No Spell Resistance.
Upon casting and every round afterwards before the caster's turn, all creatures in the fog take 3d6
+ 1 per level points of acid damage (no save). Creatures must also succeed on a Fortitude saving throw or
become sickened for one round. Entering the fog also deals the damage and forces a saving throw.
Additionally, the fog has the same properties as a Solid Fog. Creatures in the fog can move through it at a speed of only 5 feet
and they take a -2 penalty to attack and damage. They cannot take five-foot steps. They cannot perform, or
be targeted by, ranged attacks. As with Fog Cloud, everyone in the area benefits from 20% concealment against melee attacks
and they cannot charge. The concealment effect is not affected by the True Seeing condition.)

Greater Protection from Energy (Alteration. Touch spell. Select an energy type: fire, cold, acid,
electricity or sonic. The recipient gains resistance 30 to damage of that type, up to 20*level absorbed points
of damage. Duration Until End of Combat. When this spell is cast by a Druid, the casting time is
a Move Action.)

Mass Greater Invisibility (Enchantment. Duration 1 round per level. Medium Range. 10' radius circle.
All allies in the area of effect gain the Greater Invisibility condition. The effect remains even when creatures attack.
Greater Invisibility is negated by the True Seeing and Glitterdust conditions.)

Greater Scorching Ray (Evocation. You cast three fiery rays at one or more enemies.
Each ray requires a ranged touch attack and deals 5D6 points of fire damage to a target in
long range. No save. Four rays can be cast from level 15 and five rays from level 19.)

Summon Stone Golem (Conjuration. With this spell, you summon a Stone Golem (CR 11) to help in combat.
Duration 7 rounds, or until dismissed. Space 2x2 squares. For every caster level
beyond 13, the summoned creature will gain one additional Hit Die. Gold cost 300, XP cost 50.)
Forcecage (Conjuration. Close range. 10 rounds. The spell creates bars of force around a single
creature of size large, medium or small, effectively paralysing it. It cannot move or attack. The creature can
activate psionics and cast stilled spells. It is not helpless and retains its dexterity score. As a full-round
action, it can attempt to break free by succeeding on a Strength check of DC 22. The cage can be removed with
the spells Freedom, Dispel and Greater Dispel. Reflex negates. No Spell resistance.)

Vortex of Doom (Conjuration. 15' circle spell. A swirling vortex appears and deals 1d4 per level
points of bludgeoning damage to all creatures in the area (No save). Targets who fail on a reflex save
are knocked prone. The spell automatically disperses any magical Cloud and Fog effect it comes into
contact with, including Acid Fog and Solid Fog. Natural fogs cannot be dispersed. Creatures balancing
on Grease squares automatically fail on their Reflex saving throw and the bludgeoning damage they
receive is increased by 1d4 points.)

Mass Stoneskin (Conjuration. 1 round per level, 10' radius circle. All allies in the area of effect
gain Damage Reduction 10 / adamantine and magic. For each recipient, the effect cannot stop more than 10 points of damage per
caster level.)

Time Control (Alteration. 25' radius circle. Duration 10 rounds. All friendly targets in the area of
effect are hasted. All enemy targets in the area of effect are slowed, unless they succeed on a Willpower
saving throw. A hasted creature holding a weapon gains an extra attack. Recipients also gain a +1 bonus on
reflex saving throws, a +1 dodge bonus to AC and a +1 bonus to attack rolls. The recipient's speed doubles.
Slowed creatures may not perform full attacks or other full-round actions. Speed is halved and the creature
takes -1 penalties on Reflex saving throws, AC, and attack rolls.)

Mass Displacement (Enchantment. 10' radius circle. All allies in the area of effect gain 50%
concealment for 1 round per level.)

Dominate Undead (Necromancy. Medium Range. 15' radius circle. Using this spell, the caster takes
control of undead creatures in the area of effect. The creatures immediately attack the caster's enemies.
They may use spells and attack without penalty. The spell can affect no more than 2 hit dice per level of
undead creatures. Duration eight rounds. Casting time Standard Action. Willpower negates.)

Mass Energy Shield (Evocation. Affects all allies in a 10' radius circle. 1 round per level. Select
[fire], [cold], [acid] or [electricity]. Any creature dealing damage to the subject in melee takes 1d6 points
of damage of the chosen energy type, plus one point per caster level. The spell also gives resistance 10
against the chosen energy type.)

Banishment (Alteration. 15' radius circle. All outsider, elemental, extra-planar or summoned creatures
in the area of effect are forced back to their proper planes if they fail on a special Willpower save of DC:
spell's save DC – creature's HD + caster level. On a successful save they still take 3d6 points of damage.)

Mass Hold Person (Enchantment. 25' radius circle. Medium Range. Duration 10 rounds.
Willpower negates. All hostile humanoids in the area of effect become paralysed. Each round, victims
are allowed a Willpower saving throw to end the effect, using the break free action.)

Power Fireball (Evocation. 30' radius circle. Long Range. Reflex half. The spell creates an explosion
of flame which deals 1d6 points of fire damage to all creatures in the area of effect, up to 20d6. Creatures
standing amidst a burning Web take 2d4 points of extra damage. Creatures standing on a greased area take 1d4
points of extra damage. The entire grease and web effects are destroyed when a fire effect is applied onto one
of the grease or web squares.)

Prismatic Spray (Evocation. 60' radius cone. Multicoloured beams of light spray from your hand. All
creatures in the area of effect are blinded for one round (no save). Further, each creature is struck randomly
by one or two beams. The exact effect depends on the result of 1d8:Red beam: Deals 60 points of fire damage (Reflex half).Orange beam: Deals 80 points of acid damage (Reflex half).Yellow beam: Deals 100 points of electricity damage (Reflex half).Green beam: The creature takes 2d10 constitution damage (Fortitude half).Blue beam: The creature is turned to stone (Fortitude negates).Indigo beam: The creature is confused permanently (Willpower negates).Violet beam: Deals 10,000 points of damage from dematerialisation (Willpower negates).Twin beams: The creature is struck by two rays randomly selected from the other seven effects.)

Finger of Death (Necromancy. Slays a living creature in close range. Fortitude negates. A creature
who successfully saves is dealt 3d6 + 1/level points of damage.)

Waves of Exhaustion (Necromancy. 60' radius cone. All living creatures within the area of effect
become exhausted. The effect continues until rest. No save.)

Power Word Chaos (Enchantment. Close range. No save. You utter a word of power which causes a
single creature to become confused. Duration 1d6+1 rounds. Creatures with more than 200 current hit points
are unaffected. Creatures with 100 current hit points or less gain the berserk condition, instead.)

Foresight (Alteration. Personal. Duration Until Rest. Using this spell, you get warnings of impending
danger. You receive a +4 insight bonus to Armour Class and Reflex saving throws. These bonuses are lost in situations
where you would lose your Dexterity bonus to Armour Class. You also cannot be
Flat Footed for the duration of the spell. Gold Cost 250.)

Vampiric Blast (Necromancy. 15' radius circle. Reflex half. All living targets in the area of effect
take 3d6 points of negative energy damage. You gain temporary hit points equal to the damage you deal.
From each target, you may not gain more than their current hit points. The damage increases to 4d6 at level 15
and 5d6 at level 17.)

Discharge (Evocation. Long Range. No save. Ranged touch. You release a powerful ray of electrical
energy which deals 10d6 points of electricity damage plus 1 point per caster level. The target must also
succeed on a Fortitude save or become stunned for 1d4 rounds.)

Mind Blast (Enchantment. Long Range. Mind affecting. Willpower negates. Single target loses 80%
of its HP on a failed Will save.)

Mass Greater Enhance Weapon (Alteration. 10' radius circle. Duration Until End of Combat. The manufactured and natural
weapons of all allies in the area of effect gain a +1 enhancement bonus for every four caster levels,
up to +5, to attack roll and damage roll.)

Mass Mirror Image (Enchantment. 10' radius circle. Close Range. As the spell Mirror Image, but all allies in the
area of effect are affected. Duration Until End of Combat.)

Mass Suppress Sword (Alteration. Medium Range, 15' radius. All enemies in the area of effect receive
the Suppressed Sword condition if they fail on a Willpower save. Duration one round per two levels.
With this condition, any manufactured weapon held by a target and any manufactured armour worn by a target
lose their enhancement bonus and magical properties. The spell does not affect magical belts, gloves,
bracers, boots, helmets, cloaks, amulets or rings.)

Accelerated Spell and Power (Alteration. Casting time Free action. For four rounds, every
standard-action spell cast (or power activated) by the character now requires only a move action. A
full-round-action spell now requires a standard action. A move-action spell now requires a free action.
You cannot cast more than one free-action spell in a round. If you cast a second free-action spell,
it requires a move action instead.)

Antimagic Cloud (Conjuration. Long Range. 1 round per two levels, 40' radius, creates a cloud of transparent
vapour. Anyone trying to cast a spell or use a psionic power from inside the cloud must succeed on a
concentration check of DC 25 + spell level of the attempted spell.)

Prismatic Wall (Evocation. Close Range. 2d6 rounds. 25'x5' rectangle. Creatures inside the wall are blinded
for one round and they randomly suffer one of the following effects (according to the result of a d7):Fire: 60 points of fire damage (Reflex half)Acid: 80 points of acid damage (Reflex half)Electricity: 100 points of electricity damage (Reflex half)Poison: 2d10 constitution damage (Fortitude half)Petrify: turned to stone (Fortitude negates)Insanity: confused permanently (Willpower negates)Banishment: 10,000 damage from dematerialisation (Willpower negates).
The effect is applied upon the casting of this spell and every round just before the caster acts.
Creatures also receive the effect when entering the wall, but if several wall squares are crossed,
only the first one triggers the effect.)

Mass Protection (Conjuration. 10' radius circle. Duration Until End of Combat. A protective aura
appears around all allies in the area of effect. The subjects gain a +8 resistance bonus to all saving
throws. This bonus does not stack with the bonus from cloaks of resistance.)

Incendiary Cloud (Conjuration. Medium Range. 20' radius circle. Remains 4 rounds + 1 per two levels. The cloud
has the same properties as a Fog Cloud, but in addition all creatures in the cloud take 6d6 + 1 per level
points of fire damage. The damage is applied upon the casting of this spell and every round thereafter,
just before the caster acts. Entering the cloud also triggers the damage, but if several squares are
crossed, only the first one deals damage. Reflex half. No spell resistance.)

Power Word Stun (Enchantment. Close range. No save. You utter a word of power which causes a
single creature to become stunned. Creatures with more than 150 current hit points are unaffected. Duration 1d4 rounds.)

Irresistible Dance (Enchantment. Mind Affecting. Melee Touch. No save. This spell forces a living subject to
dance in place. The victim takes a -4 penalty to AC and -10 penalty on Reflex saving throws. The subject
also loses any AC bonus obtained from holding a shield. Lastly, he triggers
attacks of opportunity every round on his turn.
Duration: 1d4+1 rounds.)

Polar Ray (Evocation. Ranged Touch. Medium Range. Creatures struck by this blue-white ray
instantly take 1d8 points of cold damage for every caster level (no save). The target must also succeed
on a Willpower saving throw or become slowed for 1d2 rounds.)

Greater Shout (Evocation. 60' radius cone. You emit a powerful yell which damages and sickens
creatures in its path. Creatures within the area of effect take 12d6 points of sonic damage. They are
sickened for 2d6 rounds and stunned for one round. A successful Fortitude saving throw cuts the damage by 50% and
negates the stunned and sickened effect. Greater Shout has no effect on creatures standing within a Silence area.)

Sunburst (Evocation. 35' radius, Long Range, all creatures are blinded permanently and take 6d6
damage, unless they succeed on a reflex save, then they take half damage and are not blinded. Undead
creatures take 1d6 per level points of damage instead, reflex half.)

Horrid Wilting (Necromancy. 35' radius circle. Long Range. Fortitude half. Living creatures in
the area of effect suffer from the evaporation of body moisture. Each target takes 1d6 points of damage
for every caster level. Water elementals and plant creatures instead take 1d8 damage points for every
caster level.)

Mass True Seeing (Alteration. 10' radius circle, Duration Until End of Combat, all allies in the
area of effect gain the true seeing ability.)

Control Monster (Enchantment. Close Range. Casting time Full-round action. Using this spell, the
caster takes control of the body of a living creature. The creature immediately attacks the caster's
enemies. The subject resists this control, resulting in a penalty of 6 to its attack rolls and preventing
the use of spells and special abilities. Duration eight rounds. Willpower negates.)

Mass Baleful Polymorph (Alteration. Medium Range. Fortitude save. 10' radius circle.
All living hostile creatures in the area of effect who fail their save are turned into a toad, as with the
spell Baleful Polymorph.)

Malison (Necromancy. Close Range, 10' radius circle. For 10 rounds, all living enemies in the
area of effect take a penalty of four points to attack rolls, saving throws, spell resistance and ability checks. Willpower
save to reduce the penalty to two points.)

Greater Break Enchantment (Alteration. This spell affects all allies in a 25' radius circle. For each effect make a
Caster Level check (1d20 + level + Spell Focus bonus) versus DC 11 + effect's Caster Level.
The spell can remove many conditions, including Controlled, Dominated, Blinded, Confused, Held.
Note: This spell cannot be used to restore a petrified character. To remove petrification,
use the Cleric spell Greater Restoration or the Wizard spell Stone to Flesh.)

Mass Frailty (Necromancy. Medium range. 15' radius. For 10 rounds, living
targets cannot be healed or regenerate. The regeneration ability stops working and
Healing spells like Cure Light Wounds and Heal have no effect on the creature. Reflex negates.)

Summon Marilith (Conjuration. With this spell, you summon a Marilith (CR 17) to help in combat.
Duration 7 rounds, or until dismissed. Space 2x2 squares. For every caster level beyond 17, the
summoned creature will gain one additional Hit Die. Gold cost 500, XP cost 200.)

Mass Mind Blast (Enchantment. Long Range. 10' radius. Mind affecting. Willpower negates. Hostile creatures in the
area of effect lose 80% of their HP on a failed Will save.)

Greater Disintegrate (Alteration. Medium Range. Creatures struck by this green ray are immediately turned to
ashes. The spell requires a successful ranged touch attack. Subjects who are successful on a Fortitude saving throw
instead take 8d8 points of damage plus one point for every caster level.)

Power Word Kill (Enchantment. Close range. No save. You utter a word of power which causes a single creature to
die. Creatures with more than 100 current hit points are unaffected.)

Dominate Monster (Enchantment. Medium Range. Casting time Full-round action. Using this spell, the caster takes
control of up to three living creatures through a telepathic link. The same target cannot be selected more than once. The
creatures immediately attack the caster's enemies. They may use spells and attack without penalty. Duration eight rounds.
Willpower negates.)

Mass Hold Monster (Enchantment. 25' radius circle. Willpower negates. All hostile living subjects in the area of
effect become paralysed. Each round, victims are allowed a Willpower saving throw to end the effect, using the break free
action. Duration 10 rounds.)

Weird (Conjuration. 20' radius circle. Medium Range. Willpower negates. Similar to Phantasmal Killer. Hostile creatures who
failed on the Willpower save are killed if they also fail on a Fortitude save, or they are stunned for one round and they
take 3d6 + 1 per caster level points of damage.)

Energy Drain (Necromancy. Close Range. Ranged Touch. No save. Living creatures hit by this black ray of negative
energy gain 2d6 permanent negative levels. Subjects who gain a number of negative levels equal to or higher than their hit
dice instantly die. Spellcasters cannot cast spells of a given level if they don't have the required effective caster level.
For example, casting Fireball requires an effective caster level of 5 at least.)

Meteor Shower (Conjuration. Long Range. 20' circle radius. The spell calls down four exploding meteors. Each meteor
is targeted separately and deals 6d8 points of fire damage to all targets in a 20' radius circle.
Reflex half. No Spell Resistance.)

Acid Blast (Evocation. Long Range. 15' radius. This spell creates an explosion of deadly acid. Creatures in the area
of effect take (1d6 + 1) points of acid damage per caster level. Reflex half. Creatures who failed their save are sickened for
one round.)

Mass Greater Heroism (Enchantment. 15' radius. Close Range. Duration Until End of Combat.
Living allies in the area of effect behave bravely in battle. The targets gain a morale bonus of +4 affecting Willpower saving
throws and attack rolls. Further, they gain immunity to fear effects and temporary hit points equal to the caster level.
Gold cost 500.)

White Wizard Improved Glitterdust: Your Glitterdust spells are treated as long-range spells, rather than
medium-range spells, and they no longer affect allied creatures in the area of effect.
Requires: Wizard level 1, Solann attunement.

Green Wizard Improved Widen: You can cast a Widened version of Dispel Magic, Haste and Slow at a +1 spell-level cost,
rather than the normal +2 spell-level cost. Requires: Wizard level 1, Juron attunement.

Orb Master: When you cast the spell Chromatic Orb, you can select one of the lower-level effects.
For example, at level 7, you can select either confusion, reduction, slowness or sickness. The damage
dealt remains the amount that applies normally for your level. Requires: Level 3.

Improved Magic Missile: You deal an extra point of damage with each missile from the spell
Magic Missile, and you gain a sixth missile from caster level 11. Requires: Level 1.

Greater Magic Missile: You deal an extra point of damage with each missile from the spell
Magic Missile, and you gain a seventh missile from caster level 13. Requires: Level 1, Improved Magic Missile.

Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or
Alteration. You gain a +1 bonus to the difficulty class of all spells in the chosen magic school.

Greater Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or
Alteration. You gain another +1 bonus to the difficulty class of all spells in the chosen magic school. Requires: Spell Focus in the chosen school.

Spell Shaping: Select one of the following spells: Fireball, Electric Sphere, Cone of Cold, Ice
Storm, Power Fireball, Prismatic Spray or Acid Blast. When you cast the selected spell (or a metamagic version of it),
you manipulate the area of effect so that allies standing within the normal area of effect remain unaffected by the spell.
Requires: Greater Spell Focus (Evocation), Level 5 Wizard, Sorcerer or Warlock.

Improved Range Minute Meteors: Meteors from the spell Minute Meteors are improved from medium range to long range.

Fire Magic: You cast spells with the [fire] descriptor as if your caster level was one level higher. You
can exceed by one the normal limit for the number of damage dice. Requires: Spell Focus (Evocation).

Cold Magic: You cast spells with the [cold] descriptor as if your caster level was one level higher. You
can exceed by one the normal limit for the number of damage dice. Requires: Spell Focus (Evocation).

Acid Magic: You cast spells with the [acid] descriptor as if your caster level was one level higher. You
can exceed by one the normal limit for the number of damage dice. Requires: Spell Focus (Evocation).

Electricity Magic: You cast spells with the [electricity] descriptor as if your caster level was one level higher. You
can exceed by one the normal limit for the number of damage dice. Requires: Spell Focus (Evocation).

Sleep and Hold Magic: You gain +1 on the Difficulty Class of all spells with
the [sleep] and [paralysis] descriptors. Requires: Spell Focus (Enchantment).

Domination Magic: You gain +1 on the Difficulty Class of the spells Control Person,
Dominate Person, Control Monster and Dominate Monster (but not Dominate Undead). Requires: Spell Focus (Enchantment).